Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Wojciech Lewandowski
Hello ! I hope you don't mind I address you directly for this question, but as you implemented the view-dependent shadow techniques, you are best placed to answer it. Well... we will see if I will be able to help here. I am currently investigating a problem that seems to be caused by the

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, Well... we will see if I will be able to help here. Yes, I am sure you will! :-) Each camera has render order flag and associated RenderStage+RenderBin set. Ah yes, I had forgotten about the render order number (integer to order more finely between PRE_RENDER cameras and so

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Paul Martz
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote: [..] So the main pass is done (culled) before the shadow pass. I can understand that the bounds calculation needs to cull the shadow receiving scene first, or else we won't know where the shadow map should lie. However, I wonder how this even

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Wojciech Lewandowski
Hi, I am glad you could solve it. I was not aware of _renderOrderNum index. So thanks, I have learned important new stuff today ;-) I guess you had to override either Ocean or LispSM techniuque already. So you may set _renderOrderNum in overriden code. Depending on which one you overrode, I

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Paul Martz
On 5/19/2011 2:51 PM, Paul Martz wrote: On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote: [..] So the main pass is done (culled) before the shadow pass. I can understand that the bounds calculation needs to cull the shadow receiving scene first, or else we won't know where the shadow map should

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, Just a quick follow-up on this: I guess you had to override either Ocean or LispSM techniuque already. I was wondering, if I ever need to override LispSM's ViewData class, how would I go about it? I guess I need to override the *ShadowMap class as well so that it instantiates my

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Wojtek, I guess you had to override either Ocean or LispSM techniuque already. So you may set _renderOrderNum in overriden code. Depending on which one you overrode, I believe you may either set 1 for Refraction camera or -1 for Analysis and Shadow cams. Actually I'm working on osgOcean a

Re: [osg-users] Shadow vs reflection vs cull visitor

2011-05-19 Thread Jean-Sébastien Guay
Hi Paul, On the other hand, if the render order number is *also* the same... Thanks for going over the basics again for me, I knew all that but for some reason had completely forgotten about the render order number (_renderOrderNum)... So yeah, the RenderStages are ordered in order of